| View previous topic :: View next topic |
| Author |
Message |
Mercenary007 How do I cheat?
Reputation: 0
Joined: 23 Jan 2026 Posts: 5
|
Posted: Fri Jan 23, 2026 7:41 pm Post subject: Animation kill for each enemy Dark Byte pls any method? |
|
|
Hey i know this one complicated but how can i make finisher move / animation kill for each enemy in assassins creed odyssey the game does it like this when your fighting multiple enemies so the animation kill allowed only for the last enemy or its allowed when you fighting a boss like Mercenaries alone so it took me days to find the code that triggers animation kill so what i find is by searching for byte if its animation kill search 1 if its normal kill search 0 value
so after filtering so much values i finally found this code look at the image below so i know this test is a shared code and if i write a code the game crash bcuz when i click "find out what this instruction accesses" it shows 0 when i swing my sword without hitting enemy or when i hit enemy also shows 0 and there will be more 0 values coming from not doing anything but when i kill an enemy with finisher/animation kill it shows 1 value that's where my goal is how to make this code location to have animation kill for each enemy not just the last one i tried to write AOB script and replaced the test byte ptr [rbx+0000009C],01 to mov byte ptr [rbx+0000009C],1
and this results to crash the game bcuz i guess test does NOT write memory it only reads the byte and sets flags the game expects this memory to be read only in many situations so the problem here i think is Writing when the engine didn't expect a write that structure is shared:
.sword swing
.hitting air
.hit but no kill
.kill
.finisher decision
and i guess problem 2 is this flag is NOT meant to be forced globally
i hope someone understand me and help me with this thanks
| Description: |
|
| Filesize: |
553.24 KB |
| Viewed: |
890 Time(s) |

|
| Description: |
|
| Filesize: |
87.84 KB |
| Viewed: |
890 Time(s) |

|
|
|
| Back to top |
|
 |
icp Cheater
Reputation: 0
Joined: 09 Dec 2021 Posts: 36
|
Posted: Mon Jan 26, 2026 4:57 am Post subject: ... |
|
|
Why write anything down? Just correct je to jp after comparison. Instead, replace 74 23 with 7A 23. You don’t even need to allocate memory, you just find and change one byte.
True, when changing the exe file, if the position of the instruction changes, it will stop working, and possibly cause crashes.. It is better to use the search.
| Description: |
|
| Filesize: |
69.19 KB |
| Viewed: |
685 Time(s) |

|
|
|
| Back to top |
|
 |
Mercenary007 How do I cheat?
Reputation: 0
Joined: 23 Jan 2026 Posts: 5
|
Posted: Mon Jan 26, 2026 6:47 pm Post subject: |
|
|
i tried to change that one byte to jp and did the same script still not working so yup it a tricky one i believe it needs a whole different method to make bcuz animation kill does have the characters coords, if health is 0 for enemy, camera so the game decides when this happen my goal is to lie on the check that triggers animation kill i want new methods, tips on this project anyway thank you for the tip
|
|
| Back to top |
|
 |
icp Cheater
Reputation: 0
Joined: 09 Dec 2021 Posts: 36
|
Posted: Tue Jan 27, 2026 12:59 am Post subject: |
|
|
If the fix doesn't produce the desired effect, it means this isn't the only place the check is happening, and the unit will be checked again. In that case, you really need to write it to memory before checking.
In this case, you should add "mov byte ptr [rbx+9c],01" to line 9 of your script.
|
|
| Back to top |
|
 |
Mercenary007 How do I cheat?
Reputation: 0
Joined: 23 Jan 2026 Posts: 5
|
Posted: Fri Jan 30, 2026 3:54 pm Post subject: |
|
|
i forgot to mention that what interest me is that when i NOP that test byte ptr,[rbx+9C],01 the animation kill get disabled like i can never have finisher move on last enemy or bosses so i did disable the animation kill but why can't do the opposite that i get animation kill on each enemy?> so im still thinking there is a chance right? am i at the right location? do i break & trace this function? if there is anyone can help me with this im so grateful
|
|
| Back to top |
|
 |
icp Cheater
Reputation: 0
Joined: 09 Dec 2021 Posts: 36
|
Posted: Sun Feb 01, 2026 7:07 am Post subject: |
|
|
| Mercenary007 wrote: | i forgot to mention that what interest me is that when i NOP that test byte ptr,[rbx+9C],01 the animation kill get disabled like i can never have finisher move on last enemy or bosses so i did disable the animation kill but why can't do the opposite that i get animation kill on each enemy?> so im still thinking there is a chance right? am i at the right location? do i break & trace this function? if there is anyone can help me with this im so grateful  |
If neither changing JE to JP nor "mov byte ptr [rbx+9C],01" helps, then you've found the wrong injection site. Or the required value is not one.
|
|
| Back to top |
|
 |
|